Wow, this was even better than I thought it would be.
I completely agree with the comparison to the Nevermore series (which I also love)... true, it doesn't
look like Nevermore, and it doesn't
sound like Nevermore, and it doesn't even quite
feel like Nevermore (between the play mechanics, the different dialogue style & different storyline/goals); it definitely doesn't smell like Nevermore, with all those rat-filled sewers; so I guess that leaves... it
tastes like Nevermore! Yes, that's it exactly: it leaves a complex, lingering, pleasant yet thought-provoking aftertaste.
Knytt Stories -- and your LiveJournal level recommendations -- drew me in in the first place with the promise of exploration-focussed platform-adventure gameplay. This level delivered on so much of that promise.
You've done wonders with setting mood via creative use of tilesets. If you haven't quite mastered the art of avoiding the use of no-jump/no-climb/invisible-wall architecture -- as opposed to the 'natural formation' method -- to block off areas, you've surely attained at least 'journeyman' status. (Incidentally, I actually really liked the way that bluish castle-y section worked, especially with some towers being solid-walled & others having roof-platforms only; it was visually interesting and a pleasant but not unreasonable challenge.) The overall feel of the level was consistently maintained -- with the exceptions of the few pointedly different screens such as inside the
Early in the level, I found the chimney/step jumps a bit frustrating, because it's so easy to fall down more than one step due to how exactly the jumps need to be timed. Don't get me wrong, I really liked the idea of a 'trick jump' that
remained just as challenging even after acquiring mutliple powerups as it was with no powerups whatsoever!
I did find myself wishing that particular bit of challenge was less-used (
not eliminated entirely) though, especially
when the first shaft continued for another full screen-height. I dropped most of the way down a few times, after having gotten nearly to the top. Offsetting the upper section left or right one tile would have made me much less growly while trying to get those first few powerups. Which, speaking of, I actually liked the way Juni had to go into the same maze-like sewer area after each of those first couple of powerups, and was able to access new areas each time. That kind of level design can be tiresome, neutral, or enjoyable; in this case it was enjoyable.
Also, the rats, while not actually dangerous, were delightfully creepy thanks to the combination of their default movement and, again, your inspired level design.
I'm looking immensely forward to part 2!
P.S. I did in fact find all of the secrets / Easter eggs without help or even peeking at the list of what to look for. Which, again, with the way I play (checking every nook and cranny) speaks to good level design.
P.P.S. For part 2, there are other ways to handle the exposition besides dialogue balloons (from cats, Knytts or other beings); you could put in something like a
mural, sculpture, obelisk or similar monument, in a 'ruins' state if that fits your story better, to tell or at least suggest the story elements you want to introduce. And the exposition from such inanimate objects can be done via sign-dialogue-bubbles or via cutscenes. Alternately you could have Juni need to nap in a significant/spooky location, and give her an informative dream via cutscene. Just think outside the (dialogue) box, and you'll see there are all sorts of storytelling possibilities. Heck, you could stack up a bunch of "fly" creatures & have a hive of friendly bees tell Juni some of what the story needs her to learn at that point. If you don't think of the lack of some particular element -- in this case a village or city with people to talk to -- as limiting you, you'll realise that it doesn't limit you.
Parts 2 and 3 are about finding out the history of the creation of the world Juni lives in, essentially. I'm still struggling a bit with how to tell that history, though. It's hard to fit it all into cat dialogue balloons, and the cats are virtually the only thing that talks in most of part 2. *sigh*